Martial Options
This is an attempt to close the gap in power level from the fighter classes with the spellcasters.
This will focus in two aspects:
- New actions that any character can use
- Give access to fighter classes to maneuver using Hit Dice as a cost
New “Actions” to be used in your turn
This is the current set of possible actions to be used to replace an attack:
| Actions | Descriptions |
|---|---|
| Disarm | (Optional) Attack vs Athletics or Acrobatics to make the weapon go prone |
| Grapple | Contest to start a grapple |
| Shove | Force a creature to become prone |
| Shove Aside | (Optional) Force the target to move 5ft |
These are “new” actions to replace an attack option
| Actions | Descriptions |
|---|---|
| Armor Break | Similar to Break Item, but this target normal AC, if succeed the target received -1 on the AC (if receives -5 the armor is destroyed) |
| Blind | Make an attack vs Insigh / Perception, if succeed you throw sand (or similar) and the target is blind until use an bonus action to clean it |
| Break Item | Make an attack vs AC of the target (non-magic) item, if success the item is damage (or broken if the item is damaged) |
| Feint | Make attack vs Insight, if succeed have advantage on the next attack |
| Hamstring | With a bludgeoning weapon make attack on the target leg (normal AC), does not deal damage, but reduces speed in 5ft |
| Intimidate | Make an Intimation vs Insigh for every creature that can see you in 30ft that fail the creature have disadvantage on the next attack |
| Pin | Make a grapple on a grappled creature, if succeed the creature becomes restrained |
| Push / Pull | Make a attack vs Athletics or Acrobatics, force a 5ft move on the target (similar to Shove Aside) |
| Taunt | Make attack vs Insigh, if succeed the target have disadvantage to any attack that doesn’t include you |
| Throw Item | Treat the object as having throw 10ft/60ft |
| Trip | Similar to Shove, but better name |
Armor Class (Part of Objects rules)
An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
Object Armor Class
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
List of all Actions
| Actions | Descriptions | Action Cost | Source |
|---|---|---|---|
| Attack | The normal attack action | Action | PHB |
| Cast a Spell | The normal spellcasting action | Varies | PHB |
| Dash | You can move up to your speed | Action | PHB |
| Disengage | Yout don’t receive opportunity attacks | Action | PHB |
| Dodge | Attack rolls against your have disadvantage | Action | PHB |
| Don or Doff a Shield | Equip / remove shield | Action | PHB |
| End Concentration | Stop a concentration | Free | PHB |
| Escape a Grapple | Contest to end the grapple | Action | PHB |
| Grapple | Contest to start a grapple | Action | PHB |
| Help | Give advantage to a creature | Action | PHB |
| Hide | Avoid detections | Action | PHB |
| Improvising an Action | General “whatever” Action | Varies | PHB |
| Opportunity Attack | Attack outside your turn | reAction | PHB |
| Other Activity | Another general “whatever” Action | Varies | PHB |
| Ready | Prepare an Action to use as ‘reAction’ when the trigger is done | Action | PHB |
| Search | The ‘Perception’ or ‘Investigation’ | Action | PHB |
| Shove | Force a creature to become prone | Action | PHB |
| Stabilize a Creature | Medicine (DC 10) to make a dying into unconscious | Action | PHB |
| Two-Weapon Fighting | If attack Action, use the off-hand to attack too | bonus Action | PHB |
| Use an Object | General “whatever” Action for interActing with objects | Action | PHB |
| Activate an Item | General “use magic item” Action | Action | DMG |
| Climb onto a Bigger Creature | (Optional) Attach yourself to a big creature, aka: fancy “Grapple” | Action | DMG |
| Disarm | (Optional) Attack vs Athletics or Acrobatics to make the weapon go prone | Action | DMG |
| Healing Surge | (Optional) Use up to half hit-dices in mid combat, part of fast healing rules | Action | DMG |
| Mark | (Optional) Gives advantage to opportunity against targets that you hit in your turn | — | DMG |
| Overrun | (Optional) Use Athletics to move on occupied by enemy area | Action / bonus | DMG |
| Shove Aside | (Optional) Force the target to move 5ft | Action | DMG |
| Tumble | (Optional) Use acrobatics to move thought occupied by enemy area | Action / bonus | DMG |
| Identify a Spell | Arcana (DC 15+spell level) to identify the spell on the fly | Actions / reAction | XGE |
| Waking Someone | Silently (or not) wake a target | Action | XGE |
Maneuvers using Hit Dices
The frontline classes Barbarian, Fighter, Monk, Paladin, Ranger learn a total maneuver equal to it’s proficiency bonus. The superiority dice is D4. Whenever a maneuver is used, you also needs to spend a hit dice.